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#51
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Definitely. I need to take a nap.
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#52
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The drama over cutscenes merits a bumper bag of popcorn, and I'm more than happy to share.
![]() On a serious note, why are people complaining about cut-scenes now? I find the cinematography fantastic.
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![]() I am the shadows, the dark and deadly, the velvet night... |
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#53
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Anywho: I think it's fair to say that the main complaint is cut-scenes replacing actual playing, and interrupting action. The vent conversation, the "Box Guard" arriving, the "A Bomb!" scene, TP (non-interactive) take-downs. The problem is in fact illustrated by your own choice of word: "cinematography". This isn't supposed to be a movie. I know I want to play the game; not watch it. BTW: I'll have some of those popcorns.
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"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
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#54
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To those who doubt my sincerity on this, I BELIEVE HUMAN REVOLUTION WILL BE FUN. Sure, it'll be cool to play through and kick lots of ass with claymore augs and takedown arm blades and whatnot. And you know what? Modern Warfare 2 was fun, for awhile. And it was dumb as hell. But I played it for about a month, put the controller down, and haven't thought about it since. Not once. Whereas with Deus Ex, I still go back and play through the game at least a couple times a year. And I still find new lines of dialogue, new datacubes/e-mails, new and interesting things about a game that has yet to be equalled. I think it's a shame HR is selling itself short of the heritage Warren Spector and Ion Storm began.
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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#55
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How does one know there are enough complaints worth complaining about without knowing the nature of the complaints, and why ask if not to encourage more?
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#56
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Funny thing, there is one bit when you track down a killer all the way to the roof, and sneak up on him for a takedown. The "playing" part ends as you reach his back, and first person transits into a filmed takedown. Chris said he really wanted to have the fight in-game, in first person, but they simply couldn't do it at the time. In light of the third person takedowns, I find this statement to be rather amusing, over 14 years later.
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![]() Part-Time Nomad |
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#57
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![]() Kidding. ![]() I know, I know. I have a really naughty streak.
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![]() I am the shadows, the dark and deadly, the velvet night... |
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#58
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And I found the gameplay of The Battleship Potemkin just awesome.
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#59
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There wasn't a bandwagon when I started.
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Phew! you had me worried there
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"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
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#60
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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#61
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What? Even with everybody on here thinking I'm some sort of "apologist," cutscenes are one thing that I've never given the A-OK to. There is no reason to have cutscenes, and if the gameplay demos we've seen/heard are any indication, we're going to be getting a lot of them. Just what part of eavesdropping from a vent requires a cutscene that has nothing to do with you or anybody you're interacting with? Do they think that people are too stupid to listen to conversations from vents anymore, and that they need to put in a cutscene so people will pay attention?
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Speed up the accelerating returns, 'cause carbon doesn’t work, I want to evolve and operate at terahertz |
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#62
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![]() I am the shadows, the dark and deadly, the velvet night... |
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#63
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If it were just for show, they'd have other places they could put them in, like at the start the mission area or inside an already ongoing conversation and that would be very less intrusive. That placement screams "We were afraid you'd leave before the conversation was over and therefore miss the critical info, so here's a cutscene", it's not just Shralla thinking that. |
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#64
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No need to state the obvious, I do understand the reasoning; I'm just willing to accept an alternative to the view-from-vent only scenario; that's all.
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![]() I am the shadows, the dark and deadly, the velvet night... |
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#65
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The thing is that this alternative isn't gameplay, it's a cinematic, and contributes nothing to overall game level. It just forces the player to watch a scripted scene through a new perspective for no reason whatsoever, for me and most others judging by the general comments, it just jars the player out of living the experience into seeing it for a few moments.
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#66
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Yes, I get this reasoning too but personally don't find cutscenes to be out-of-the-ordinary, or that they necessarily break immersion. But we're all different.
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![]() I am the shadows, the dark and deadly, the velvet night... |
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#67
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Cutscenes have been used in excellent games in the past, and they'll be used in excellent games in the future. Whether or not they detract from the Deus Ex feel will depend entirely on their quality and tone. So far the cutscenes we've seen haven't instilled me with a lot of confidence. The Tong one certainly wasn't great, but it wasn't all that bad, either. The Barrette scene on the other hand... well, I just hate what we've seen of Barrette in general, so it's hard to be properly objective.
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#68
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My question is this: when you refer to the "camera" in a video game, what are you referring to?
A game that strives for immersion/simulation/whatever-you-want-to-call-it uses the "camera" to show what the player character is seeing with his/her own two eyes. Using the infamous vent scene for example, how does Adam manage to see that close to Tong's face? The camera seems to be placed directly on Tong's desk, meaning that for Adam to see what we see, he'd have to be hiding next to Tong or standing in plain view. The audience, or player, is getting access to visual information that our supposed avatar, Adam Jensen, should not have access to. Cinematic, yes, but not immersive. It makes me feel like I am watching Adam Jensen, not being Adam Jensen.
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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#69
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#70
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<We can turn this into a meme if we really try.
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#71
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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#72
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The disconnect may be intentional.
In your usual fps, you are presented with a blank slate. DE was similar. Sure, JC had a history, but he wasn't exactly personality of the year. With Adam we're being given a defined character to control, an effect enhanced via 3rd person. Just a thought. OT: @Pretentious Old Man:- You, uh, know that the Matrix doesn't have anything to do with transhumanism, right? |
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#73
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It is settled. Let the memeage commence.
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#74
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Correct, but I class them under the same banner of sanctimonious garbage.
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#75
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We will be watching a story unfold in Human Revolution (perhaps even a good story?), but we will only be participating in about half of it. Make no mistake, boys and girls, there are going to be a TON of cutscenes in this game. It's being co-designed by Square Enix. We've already seen cutscenes of: 1. The dive out the window as bomb explodes, "boyscout," etc. 2. Adam tries to stop a hacker, who shoots himself in the head. 3. Vent shaft eavesdropping. 4. Adam falling out a window as some lady screams. 5. Adam using the "Icarus landing system" to land in the street. 6. Barrett yelling "you'll never find him" and shooting. I've probably forgotten (or mentally blocked) some more. I can hear the protests already. "Hey, these are just from the trailers! There's no evidence these will actually be in the game!" I disagree. I don't think Square Enix spent all that time developing a lot of those scenes just for them to appear in a brief trailer. These are going to appear in the game, along with incessant 3rd person takedowns, 3rd person convos (a holdover from the original games that I would prefer to go away), and 3rd person augmentations. You will be watching a movie. Probably a cool, visually interesting, action-packed movie. Nothing terribly wrong with that; films like The Bourne Ultimatum, The Italian Job, Mission Impossible III, etc are fun and skillfully made (not trying to start a movie debate, just using examples). But those are movies. The audience doesn't believe they are Jason Bourne. They don't personally perform any of those stunts, or fight any of those assassins, or talk their way past a guard. They just sit back and observe. So get ready to sit back and observe some really cool cutscenes.
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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